diff --git a/src/game/npc/ai/balcony.rs b/src/game/npc/ai/balcony.rs index 51510cc..15fb44b 100644 --- a/src/game/npc/ai/balcony.rs +++ b/src/game/npc/ai/balcony.rs @@ -64,7 +64,7 @@ impl NPC { let _ = npc_list.spawn(0x100, npc); // chaco - let mut npc = NPC::create(223, &state.npc_table); + let mut npc = NPC::create(93, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x - 0x4600; npc.y = self.y - 0x1c00; @@ -116,6 +116,16 @@ impl NPC { _ => (), } + if let Some(parent) = self.get_parent_ref_mut(npc_list) { + if self.direction == Direction::Left { + self.x = parent.x + 0x2400; + self.y = parent.y - 0x7200; + } else { + self.x = parent.x - 0x4000; + self.y = parent.y - 0x6800; + } + } + let dir_offset = if self.direction == Direction::Left { 0 } else { 4 }; self.anim_rect = state.constants.npc.n255_helicopter_blades[self.anim_num as usize + dir_offset]; diff --git a/src/game/npc/ai/doctor.rs b/src/game/npc/ai/doctor.rs index 7d81898..feca767 100644 --- a/src/game/npc/ai/doctor.rs +++ b/src/game/npc/ai/doctor.rs @@ -364,8 +364,8 @@ impl NPC { npc.y = self.y; for i in (8..256).step_by(16) { - npc.vel_x = ((i as f64 * CDEG_RAD).cos() * -1024.0) as i32; - npc.vel_y = ((i as f64 * CDEG_RAD).sin() * -1024.0) as i32; + npc.vel_x = ((i as f64 * CDEG_RAD).cos() * 1024.0) as i32; + npc.vel_y = ((i as f64 * CDEG_RAD).sin() * 1024.0) as i32; let _ = npc_list.spawn(0x100, npc.clone()); } @@ -375,7 +375,6 @@ impl NPC { self.action_counter += 1; if self.action_counter > 50 { self.action_num = 100; - self.anim_num = 0; } } 100 | 101 => { @@ -507,8 +506,8 @@ impl NPC { self.target_x += self.vel_x; let angle = self.action_counter2 as f64 * CDEG_RAD; - self.x = self.target_x + self.action_counter as i32 * (angle.cos() * -512.0) as i32 / 8; - self.y = self.target_y + self.action_counter as i32 * (angle.sin() * -512.0) as i32 / 2; + self.x = self.target_x + self.action_counter as i32 * (angle.cos() * 512.0) as i32 / 8; + self.y = self.target_y + self.action_counter as i32 * (angle.sin() * 512.0) as i32 / 2; let mut npc = NPC::create(265, &state.npc_table); npc.cond.set_alive(true); @@ -652,7 +651,7 @@ impl NPC { self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; if self.flags.hit_bottom_wall() { - if self.life + 20 > self.action_counter3 { + if self.life + 20 >= self.action_counter3 { self.animate(10, 1, 2); } else if player.flags.hit_bottom_wall() && player.x > self.x - 0x6000 && player.x < self.x + 0x6000 && self.anim_num != 6 { @@ -900,9 +899,8 @@ impl NPC { } } 103 => { - if self.action_counter > 0 { - self.action_counter -= 2; - } else { + self.action_counter = self.action_counter.saturating_sub(2); + if self.action_counter == 0 { self.action_num = 16; self.vel_x = 0; self.vel_y = -0x200; @@ -936,7 +934,7 @@ impl NPC { if self.action_counter / 2 % 2 != 0 { self.x = self.target_x; } else { - self.x = self.x.wrapping_add(0x200); + self.x = self.target_x.wrapping_add(0x200); } } 510 | 511 => { @@ -1072,7 +1070,7 @@ impl NPC { self.x += self.vel_x; self.y += self.vel_y; - if self.action_counter > 50 || self.flags.any_flag() { + if self.action_counter > 50 || self.flags.hit_anything() { self.cond.set_alive(false) } } else if self.direction == Direction::Right { diff --git a/src/game/npc/ai/igor.rs b/src/game/npc/ai/igor.rs index 49db62a..897ec05 100644 --- a/src/game/npc/ai/igor.rs +++ b/src/game/npc/ai/igor.rs @@ -280,6 +280,7 @@ impl NPC { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; + state.sound_manager.play_sfx(72); let player = self.get_closest_player_mut(players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; @@ -428,7 +429,7 @@ impl NPC { self.action_counter = 0; self.anim_num = 0; self.action_counter = 0; - self.direction = if self.x < player.x { Direction::Right } else { Direction::Left }; + self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left }; } self.vel_x = self.direction.vector_x() * 0x200; @@ -495,8 +496,8 @@ impl NPC { let deg = (if self.direction == Direction::Left { 0x88 } else { 0xf8 } + self.rng.range(-16..16)) as f64 * CDEG_RAD; - let vel_x = (deg.cos() * 1536.0) as i32; - let vel_y = (deg.sin() * 1536.0) as i32; + let vel_x = (deg.cos() * 2560.0) as i32; + let vel_y = (deg.sin() * 2560.0) as i32; let mut npc = NPC::create(11, &state.npc_table); diff --git a/src/game/npc/ai/last_cave.rs b/src/game/npc/ai/last_cave.rs index c6df8c0..6c25a0d 100644 --- a/src/game/npc/ai/last_cave.rs +++ b/src/game/npc/ai/last_cave.rs @@ -5,6 +5,7 @@ use crate::game::npc::list::NPCList; use crate::game::npc::NPC; use crate::game::player::Player; use crate::game::shared_game_state::SharedGameState; +use crate::game::stage::Stage; use crate::util::rng::RNG; impl NPC { @@ -103,7 +104,11 @@ impl NPC { Ok(()) } - pub(crate) fn tick_n242_bat_last_cave(&mut self, state: &mut SharedGameState) -> GameResult { + pub(crate) fn tick_n242_bat_last_cave(&mut self, state: &mut SharedGameState, stage: &mut Stage) -> GameResult { + if self.x < 0 || self.x > stage.map.width as i32 * state.tile_size.as_int() * 0x200 { + self.vanish(state); + return Ok(()); + } loop { match self.action_num { 0 => { @@ -183,7 +188,7 @@ impl NPC { if hit { for _ in 0..3 { - state.create_caret(self.x, self.y, CaretType::Bubble, Direction::Right); + state.create_caret(self.x, self.y + 0x800, CaretType::Bubble, Direction::Right); } let player = self.get_closest_player_ref(&players); @@ -289,7 +294,7 @@ impl NPC { 10 | 11 => { if self.action_num == 10 { self.action_num = 11; - self.anim_num = 2; + self.anim_num = 3; self.action_counter = 0; self.npc_flags.set_shootable(true); } @@ -297,6 +302,7 @@ impl NPC { self.action_counter += 1; match self.action_counter { 30 | 40 | 50 => { + self.anim_num = 4; let player = self.get_closest_player_ref(&players); let mut npc = NPC::create(277, &state.npc_table); @@ -341,14 +347,15 @@ impl NPC { self.action_counter += 1; match self.action_counter { 30 | 40 | 50 => { + self.anim_num = 6; let player = self.get_closest_player_ref(&players); let mut npc = NPC::create(277, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; - npc.y = self.y; + npc.y = self.y - 0x1400; - let angle = f64::atan2((self.y - player.y) as f64, (self.x - player.x) as f64); + let angle = f64::atan2((self.y - 0x1400 - player.y) as f64, (self.x - player.x) as f64); npc.vel_x = (-2048.0 * angle.cos()) as i32; npc.vel_y = (-2048.0 * angle.sin()) as i32; diff --git a/src/game/npc/ai/misery.rs b/src/game/npc/ai/misery.rs index 5ca8fb4..f07b40e 100644 --- a/src/game/npc/ai/misery.rs +++ b/src/game/npc/ai/misery.rs @@ -25,8 +25,8 @@ impl NPC { self.target_y = npc.y; let angle = ((self.y - self.target_y) as f64 / (self.x - self.target_x) as f64).atan(); - self.vel_x = (angle.cos() * 1024.0) as i32; - self.vel_y = (angle.sin() * 1024.0) as i32; + self.vel_x = (angle.cos() * -1024.0) as i32; + self.vel_y = (angle.sin() * -1024.0) as i32; } if self.action_counter2 == 0 { @@ -144,6 +144,7 @@ impl NPC { npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y - 0x2000; + npc.parent_id = self.id; // This NPC doesn't do anything with its parent...but we'll set it anyways let _ = npc_list.spawn(0, npc); } @@ -270,6 +271,7 @@ impl NPC { let mut npc = NPC::create(66, &state.npc_table); npc.x = self.x; npc.y = self.y - 0x2000; + npc.parent_id = self.id; // This NPC doesn't do anything with its parent...but we'll set it anyways npc.cond.set_alive(true); let _ = npc_list.spawn(0, npc); @@ -612,7 +614,7 @@ impl NPC { } let player = self.get_closest_player_ref(&players); - self.action_num = if player.x > self.x - 0xe000 && player.x <= self.x + 0xe000 { 100 } else { 160 }; + self.action_num = if player.x >= self.x - 0xe000 && player.x <= self.x + 0xe000 { 100 } else { 160 }; } } 160 | 161 => { @@ -701,7 +703,7 @@ impl NPC { } pub(crate) fn tick_n248_misery_boss_vanishing(&mut self, state: &mut SharedGameState) -> GameResult { - if self.flags.any_flag() { + if self.flags.hit_anything() { self.cond.set_alive(false); state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left); } @@ -815,7 +817,7 @@ impl NPC { self.anim_num = (self.anim_num + 1) & 1; self.y += 0x1000; - if self.flags.any_flag() { + if self.flags.hit_anything() { npc_list.create_death_smoke(self.x, self.y, self.display_bounds.right as usize, 3, state, &self.rng); self.cond.set_alive(false); } @@ -849,10 +851,10 @@ impl NPC { if let Some(parent) = self.get_parent_ref_mut(npc_list) { self.x = parent.x - + self.action_counter as i32 * ((self.action_counter2 as f64 * CDEG_RAD).cos() * -512.0) as i32 + + self.action_counter as i32 * ((self.action_counter2 as f64 * CDEG_RAD).cos() * 512.0) as i32 / 4; self.y = parent.y - + self.action_counter as i32 * ((self.action_counter2 as f64 * CDEG_RAD).sin() * -512.0) as i32 + + self.action_counter as i32 * ((self.action_counter2 as f64 * CDEG_RAD).sin() * 512.0) as i32 / 4; if parent.action_num == 151 { @@ -1198,6 +1200,7 @@ impl NPC { if self.y > stage.map.height as i32 * state.tile_size.as_int() * 0x200 { self.vanish(state); + return Ok(()); } } _ => (), diff --git a/src/game/npc/ai/plantation.rs b/src/game/npc/ai/plantation.rs index f68e81f..4f5e387 100644 --- a/src/game/npc/ai/plantation.rs +++ b/src/game/npc/ai/plantation.rs @@ -537,8 +537,8 @@ impl NPC { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; - self.vel_x = ((self.rng.range(0..255) as f64 * CDEG_RAD).cos() * -512.0) as i32; - self.vel_y = ((self.rng.range(0..255) as f64 * CDEG_RAD).sin() * -512.0) as i32; + self.vel_x = ((self.rng.range(0..255) as f64 * CDEG_RAD).cos() * 512.0) as i32; + self.vel_y = ((self.rng.range(0..255) as f64 * CDEG_RAD).sin() * 512.0) as i32; self.action_counter2 = 120; self.vel_y2 = self.rng.range(-32..32) * 0x200; @@ -902,7 +902,7 @@ impl NPC { self.x += self.vel_x; self.y += self.vel_y; - if self.flags.any_flag() { + if self.flags.hit_anything() { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; @@ -994,9 +994,9 @@ impl NPC { let mut npc = NPC::create(273, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; - npc.y = self.y; + npc.y = self.y - 0x1400; - let angle = f64::atan2((player.y - 0x1400 - self.y) as f64, (player.x - self.x) as f64); + let angle = f64::atan2((player.y + 0x1400 - self.y) as f64, (player.x - self.x) as f64); npc.vel_x = (2048.0 * angle.cos()) as i32; npc.vel_y = (2048.0 * angle.sin()) as i32; diff --git a/src/game/npc/boss/ironhead.rs b/src/game/npc/boss/ironhead.rs index db8bcdd..90d53f7 100644 --- a/src/game/npc/boss/ironhead.rs +++ b/src/game/npc/boss/ironhead.rs @@ -11,7 +11,7 @@ impl NPC { pub(crate) fn tick_n196_ironhead_wall(&mut self, state: &mut SharedGameState) -> GameResult { self.x -= 0xC00; if self.x <= if !state.constants.is_switch { 0x26000 } else { 0x1E000 } { - self.x += if !state.constants.is_switch { 0x2C000 } else { 0x3C000 }; + self.x += if !state.constants.is_switch { 0x2C000 } else { 0x3B400 }; } let dir_offset = if self.direction == Direction::Left { 0 } else { 1 }; @@ -158,7 +158,7 @@ impl NPC { } 10 => { self.action_counter += 1; - if self.action_counter % 6 == 0 { + if self.action_counter % 4 == 1 { let mut npc = NPC::create(335, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; @@ -269,19 +269,21 @@ impl BossNPC { self.parts[0].action_num = 100; } - self.parts[0].action_counter += 1; - if [300, 310, 320].contains(&self.parts[0].action_counter) { - state.sound_manager.play_sfx(39); + if self.parts[0].direction == Direction::Left { + self.parts[0].action_counter += 1; + if [300, 310, 320].contains(&self.parts[0].action_counter) { + state.sound_manager.play_sfx(39); - let mut npc = NPC::create(198, &state.npc_table); - npc.cond.set_alive(true); - npc.x = self.parts[0].x + 0x1400; - npc.y = self.parts[0].y + 0x200; - npc.vel_x = self.parts[0].rng.range(-3..0) * 0x200; - npc.vel_y = self.parts[0].rng.range(-3..3) * 0x200; - npc.direction = Direction::Right; + let mut npc = NPC::create(198, &state.npc_table); + npc.cond.set_alive(true); + npc.x = self.parts[0].x + 0x1400; + npc.y = self.parts[0].y + 0x200; + npc.vel_x = self.parts[0].rng.range(-3..0) * 0x200; + npc.vel_y = self.parts[0].rng.range(-3..3) * 0x200; + npc.direction = Direction::Right; - let _ = npc_list.spawn(0x100, npc); + let _ = npc_list.spawn(0x100, npc); + } } self.parts[0].animate(2, 0, 7); diff --git a/src/game/npc/boss/undead_core.rs b/src/game/npc/boss/undead_core.rs index 7f9410d..bd13df3 100644 --- a/src/game/npc/boss/undead_core.rs +++ b/src/game/npc/boss/undead_core.rs @@ -170,8 +170,8 @@ impl NPC { self.vel_x += self.direction.vector_x() * 0x15; self.target_x += self.vel_x; - self.x = self.target_x + 4 * ((self.action_counter2 as f64).cos() * -512.0) as i32; - self.y = self.target_y + 6 * ((self.action_counter2 as f64).sin() * -512.0) as i32; + self.x = self.target_x + 4 * ((self.action_counter2 as f64).cos() * 512.0) as i32; + self.y = self.target_y + 6 * ((self.action_counter2 as f64).sin() * 512.0) as i32; let mut npc = NPC::create(286, &state.npc_table); npc.cond.set_alive(true); @@ -292,12 +292,12 @@ impl NPC { npc.x = self.x; npc.y = self.y; - npc.vel_y = self.direction.vector_y() * 0x400; + npc.vel_y = self.direction.opposite().vector_y() * 0x400; let _ = npc_list.spawn(0x100, npc); } - if self.x < 0x2000 || self.x > (stage.map.width as i32 + 1) * state.tile_size.as_int() * 0x200 { + if self.x < 0x2000 || self.x > (stage.map.width as i32 - 1) * state.tile_size.as_int() * 0x200 { self.cond.set_alive(false); } } @@ -400,6 +400,10 @@ impl BossNPC { self.parts[7].action_counter2 = 1; self.parts[7].action_counter3 = 128; + for i in [2, 6, 7] { + self.hurt_sound[i] = self.hurt_sound[1]; + } + self.parts[19].action_counter = self.parts[0].life; for i in 0u16..20 { @@ -1043,7 +1047,7 @@ impl BossNPC { part.vel_x += 0x20; part.x += part.vel_x; - if part.x > (stage.map.width as i32) * state.tile_size.as_int() * 0x200 + 0x4000 { + if part.x > (stage.map.width as i32 + 2) * state.tile_size.as_int() * 0x200 { part.cond.set_alive(false); } } diff --git a/src/game/npc/mod.rs b/src/game/npc/mod.rs index defd882..0a17f83 100644 --- a/src/game/npc/mod.rs +++ b/src/game/npc/mod.rs @@ -493,7 +493,7 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &mut BulletManager, &mu 239 => self.tick_n239_cage_bars(state), 240 => self.tick_n240_mimiga_jailed(state), 241 => self.tick_n241_critter_red(state, players), - 242 => self.tick_n242_bat_last_cave(state), + 242 => self.tick_n242_bat_last_cave(state, stage), 243 => self.tick_n243_bat_generator(state, npc_list), 244 => self.tick_n244_lava_drop(state, players), 245 => self.tick_n245_lava_drop_generator(state, npc_list),